Today on Two Minds About…, Dan Thurot and Brock Poulsen are here to dissect the claim that One Deck Dungeon only contains one deck. Because it totally doesn’t.
Dan: You heard the invisible man. So what’s your take, Brock? One deck or not?
Brock: Is this one of those Zen kōans? Are we going to have some kind of pseudo-intellectual discussion, like when those people argued about whether you can shuffle a single card?
Dan: Well, can’t you? (faint whiffling noise) Never mind, let’s move on.
The other day someone asked how I’d describe Red7, from designers Chris Cieslik and Carl Chudyk. That’s an easy one: imagine Uno and Fluxx got plastered and had a one night stand, and their illegitimate love child grew up surprisingly well-adjusted and clever, but never forgot its roots even as it transcended them.
That’s Red7. Yes, I’m basically a genius at similes.
“Impulse” doesn’t feel like a very good title for Impulse, the newest game by Carl Chudyk, whose previous games I didn’t play but probably will now that I’ve played Impulse. While I realize they’re going for the “driving force” definition, especially since the game’s impulse track is what enables all of your potential actions, “Impulse” makes it sound like a game about making snap decisions. And that couldn’t be further from the truth.
“So if you’re such a title genius,” you’re probably thinking, “what’s your title?” Well, yeah, I’ve got one. It’s perfect.